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More Nasty Critters Special/Anniversary Edition


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Posted

So, question: since the link to the old mod, which would have the description, is now defunct, where can I read about it? I wanna check what "male player on female creature" animations are there. 

Posted (edited)
5 hours ago, Crooltool said:

Can I ask what AI you are using?

google search, they have been scanning github so jcon's source code is in there, uploading mnc's script into the search gave it the proper format to do the json conversion, but the problem is MNC has around 1900 races in it so the papyrus json processing craps out long before it's finished.

 

so the idea of making it easier for end users to add new races has gone out the window.

Edited by MadMansGun
Posted
3 hours ago, CuriousMf said:

I wanna check what "male player on female creature" animations are there. 

5 Flame Atronach, 4 Werewolf, 5 Spriggan, and 1 Hagraven.

Posted
On 9/10/2026 at 5:04 AM, Crooltool said:

... I had it modify some defeat scripts to allow a special outcome when defeated by Falmer ...

Can I ask which version of defeat you got claude to fix?  I've always liked what Baka was doing with adding the extra knock-down animations to defeat, but always find that its either buggy or slow on my setup.  Would you share your modified scripts? or let me know which ones you modified?
thanks

Posted (edited)

MoreNastyCritters v17 Release Candidate 1
converted as much as possible to the Add-on setup instead of doing full body mesh replacements to add a dick.
WARNING: many patches & addon mods may/will be extremely broken, but at the same time some things may not need patches to work anymore (Eg: some fur/body replacement mods, but not all)
also both MNC's esp & json files have been edited, so you MUST go to the Creature Framework MCM and click on "Re-register all mods".

 

added enchantment to the VampireLord's non aroused mesh to forcefully re-equip there armor after sex.
added enchantment to the Werewolf & VampireLord's aroused meshes to forcefully reload the model when freecam is active.

 

SexLab Race registration is now controlled by json files found in Data\creatures.d\MNC_SLRaceRegistration.d
To load new/edited race registration json files into a preexisting save you will need to:
1. turn off "Allow Creature Animation" in sexlab's mcm and then turn it back on.
2. unpause the game and wait a few seconds so the json files can be processed.
3. go to SLAL's mcm and re-register your animations.


note: if you don't have any mods installed that add new races to your game then i would strongly suggest deleting all the json files found in this folder, (the ones inside "MNC_SLRaceRegistration.d", NOT "creatures.d")
your save file will be much happier to not have 1601 extra races clogging it up.

Edited by MadMansGun
Posted
2 hours ago, MadMansGun said:

MoreNastyCritters v17 Release Candidate 1
converted as much as possible to the Add-on setup instead of doing full body mesh replacements to add a dick.
WARNING: many patches & addon mods may/will be extremely broken, but at the same time some things may not need patches to work anymore (Eg: some fur/body replacement mods, but not all)
also both MNC's esp & json files have been edited, so you MUST go to the Creature Framework MCM and click on "Re-register all mods".

 

added enchantment to the VampireLord's non aroused mesh to forcefully re-equip there armor after sex.
added enchantment to the Werewolf & VampireLord's aroused meshes to forcefully reload the model when freecam is active.

 

SexLab Race registration is now controlled by json files found in Data\creatures.d\MNC_SLRaceRegistration.d
To load edited/new race registration json files into a preexisting save you will need to turn off "Allow Creature Animation" in sexlab's mcm and then turn it back on.
After that you will need to unpause the game and wait a few seconds so the json files can be processed, then go to SLAL's mcm and re register your animations.
note: if you don't have any mods installed that add new races to your game then i would suggest deleting the jsons found in this folder (the ones inside "MNC_SLRaceRegistration.d", NOT "creatures.d")
your save file will be happier to not have all of these extra races clogging it up.

what about SL plus+

Posted
14 hours ago, Phosphoribosyl said:

Can I ask which version of defeat you got claude to fix?  I've always liked what Baka was doing with adding the extra knock-down animations to defeat, but always find that its either buggy or slow on my setup.  Would you share your modified scripts? or let me know which ones you modified?
thanks

I used Banes version, I can't share the scripts, my scripts are change Defeat to have a specific out come to a specific defeat scenrio that relies on a personal mod i made for my playthu, that is built around my 925 esp modlist. this mod was never intended to be public as it has a ton of requirements based on that mod list, without the mod, defeat with my scripts will not function, also, there is no proof that the scripts actually improve performace, it may just be a coincidence, I have sent the scripts to Bane so they could go thru them and see if any of the changes that don't rely on my mod have any effect.. Also if using claude to acually modify scripts and not just have you compile, you need claude code. when I am modding, Claude actually has access to my skyrim drive. claude reads the system real time and does things based on my load order. This speeds up the process greatly, because claude compiles the script, does a virtual run of my skyrim to test before i actually use the script.

 

1 warning about modifying defeat, the scripts themselves depend on alot of scripts that don't exist in a standard modlist, including several DD scripts that don't ship wth DD anymore, or with Sky UI that don't ship anymore. I spent HOURS tracking down those scripts (the SKY UI ones were from a 2014 version i found on github) without those scripts, the defeat ones will NOT compile.

 

 

Posted (edited)

Release Candidate 2:

moved mihailmods and Immersive Creatures race registrations into there own json file to reduce the workload for reading the other json files that come with MNC (also makes it easier to delete those races if you don't have those mods).

removed the "failsafe" races sine people can now just add there own races by making there own json files.

Edited by MadMansGun
Posted

well i think i've got most of the long term annoyances in mnc itself fixed now.

 

i tried to sort out the MNC json files for Creature Framework and changed some of the listed race names (eg "Black Bear" to "Bear (Black)") to try and get them to sort alphabetically, but CF seems to list them by however the hell it feels and not by the entered name or order listed in the json files,  so i guess that will still remain annoying for now.

Posted
On 9/11/2026 at 8:18 PM, safado said:

 

Until explicit support from @MadMansGun, the description page statement is the official support scope for SL P+ (SL PP). 

  Reveal hidden contents

other Related Mods/Addons you may or may not want:

 

SexLab Utility Plus (NOT Sexlab P+ and never Sexlab P+)

https://www.loverslab.com/files/file/10316-osmelmc-mod-tweaks/

 

 


Well, Looking at the most popular NSWF collections/modlists out there:
JOJ, DOD, MOM - Sexlab P+
Nefarem - Sexlab Framework AE
Immersive and Adult - Ostim

I don't really have a point other than the obvious. 🤷‍♂️

Posted
8 hours ago, Taco_Pete said:

I don't really have a point other than the obvious. 


Supporting 3 sex frameworks instead of one would be triple the (unpaid) work.

Posted
5 hours ago, Herowynne said:


Supporting 3 sex frameworks instead of one would be triple the (unpaid) work.

Agreed. Just confused. Will it work with Sexlab AE? or just SE? Which of the top modlists does the newest update work with? I'm probably not aware of a bunch

Posted (edited)

(AI GENERATED) Important Upgrade Notice: EXPERIMENTAL Creature Framework 5.0 Clean Installation Guide
Because Version 5.0 introduces optimized memory loop architectures and backend array safeguards, installing this update directly over an older version (v4.0 or below) can cause problems
To prevent engine freezing, script thread failures, or broken armor-stripping matrices, follow these precise deployment steps:
------------------------------
## Step 1: Perform an In-Game Preparation Save

   1. Boot your active save game using your current version of the mod.
   2. Open the Mod Configuration Menu (MCM) and navigate to the General page.
   3. Scroll down to the Cleaning header section and select Uninstall.
   4. Close your game menus entirely and wait in-game for 10 to 15 seconds to allow any running tracking processes to safely terminate.
   5. Save your game to a brand new, manual slot (do NOT overwrite an existing save) and exit Skyrim completely.

 

## Step 2: Purge Legacy Loose Files

    If you use Mod Organizer 2 simply uninstall or delete the entire old mod profile entry completely from your active mod list window pane.

 

(i'm not fully sure what its on about here)

## Step 3: Clean the Save-Game Cache (Highly Recommended)

   1. Launch Resaver (FallrimTools) or your preferred save file script cleaner application.
   2. Open the new manual save game you created in Step 1.
   3. Locate the JContainers data block storage blocks section inside the cleaner layout.
   4. If there are any corrupted or unattached dynamic thread references leftover from third-party sub-mods that failed to clear events previously, run an automated Clean Unattached Scripts pass.
   5. Save the modified file.

 

## Step 4: Install Version 5.0 & Re-initialize

   1. Install the Creature Framework 5.0 package folder layout cleanly using your mod manager.
   2. Launch Skyrim and load your cleaned save game file slot.
   3. Open your MCM page layout. SkyUI will automatically notice the updated file structure index, clear old array pools dynamically, and display the Creature Framework 5.0 Update Successful initialization notice!

------------------------------

Edited by MadMansGun
Posted (edited)

 

9 hours ago, ebbluminous said:

@MadMansGun

 

Just spotted this:

 

Credits say modified with permission. Is this legit? 

i don't recall talking to anyone about a "NG" conversion of CF v4, the only recent conversation i had was with Crooltool about mnc's race script.

 

and i've been busy working on CF v5 with the assistence of AI, (it's finding things that i overlooked and making scripts i had no clue how to make myself, this dam AI shit actually seems to be getting good now)

Edited by MadMansGun
Posted (edited)
7 hours ago, Herowynne said:


Supporting 3 sex frameworks instead of one would be triple the (unpaid) work.

 

2 hours ago, Taco_Pete said:

Agreed. Just confused. Will it work with Sexlab AE? or just SE? Which of the top modlists does the newest update work with? I'm probably not aware of a bunch

technically i'm already supporting 4 at this point: LE, SE, VR, AE.

i'm just lucky SexLab for all of them is mostly the same.

Edited by MadMansGun
Posted (edited)

dammit anyways MNC RC3:

i forgot to change the file path for the wolf addons and it made them all hard 24/7.

 

shit like this is why it's not just "v17" yet.

Edited by MadMansGun
Posted (edited)
5 hours ago, ebbluminous said:

@MadMansGun

 

Just spotted this: https://dwemermods.com/mods/4364

 

Credits say modified with permission. Is this legit? 

Sounds like an atlernative . Also im curious do people here really hate p+ because? In my testing is was faster and better than the old sexlab, im reading the requirements and also it recommends LMAO fnis, is this some kind of meme?

Edited by zergface
Posted (edited)
4 hours ago, zergface said:

Sounds better, if it avoids the papyrus script bloatfest, godbless dwemermods

problem is it's also a dll, that means its game version dependent.

Quote

Skyrim VR is not supported.

my version supports LE, SE, VR and AE. (as long as jcon is working correctly that is)

 

Quote

Default arousal threshold is 70 instead of 35.

arousal can drop down to below 40 after the animations start, that's why 35 was chosen in the first place.

also i think ASOS needed an even lower arousal threshold then that to play its erecting effects correctly.

 

Quote

Removed five Skyrim LE copies of vanilla records (MudcrabRace, MQ101Alduin, MQ206AncientAlduin, MQ101Horse, MQ101CartHorse) that reverted Special Edition data.

i'm not aware of any problems that would of caused, my GOG AE test setup has been running fine.

 

Quote

The "Cloak cooldown" slider in the MCM no longer has any effect.

.....why did they even keep it in the menu then?

 

Quote

Weapons taken away for a scene were never given back.

that may or may not be fixed in v5, i'm not sure yet, but the IA identified a possible cause without me even asking about it.

something about removing item in reverse order to avoid something about looping same item from arrays dropping down.

Quote

Creatures that were merely aroused lost their weapons outside of scenes. Gear is now taken off only during SexLab scenes.

Creatures that were already aroused kept their weapons for the whole scene. Gear is now removed on entering any scene.

to keep or remove weapons when aroused is a setting in the json, problem is animations can't make up there mind if they want to keep the weapons or not.

so by default they are removed.

 

Quote

The MCM "default" key on a creature did not disable it.

that's because the default is whatever json is loaded first, disabled was never intended to be the "default", also creature framework has a forgotten feature of loading creatures in from script instead of the json files (it was used in the original sexlab werewolves but i never used it myself, it was annoying and got in the way)

 

Quote

The SexLab Aroused exposure handler never handled creatures.

think that depends on what version of SexLab Aroused is installed, my game just had a werewolf sex orgy marathon on its own due to SLAC.

 

Quote

"Armour swap and events" registrations never swapped armour.

???? that's working fine on my end....as long as i'm not in freecam that is.

 

Quote

Unregistering a mod could erase an unrelated mod from the race and skin lists.

???? how were they just "unregistering" one mod? there's only one button called "Re-register all mods" that reloads everything.

 

 

Edited by MadMansGun
Posted (edited)

 

9 hours ago, ebbluminous said:

@MadMansGun

 

Just spotted this: 

 

Credits say modified with permission. Is this legit? 

I KNEW THAT SITE SOUNDED FAMILIAR, THAT'S THE FUCKING REBRAND OF SANGUINEMODS, THE FUCKING MOD THEFT SITE THAT BULLED SOME OF OUR ANIMATORS INTO QUITTING.

 

SO NO, THEY DID NOT GET ANYONE'S FUCKING PERMISSION! DON'T TRUST ANYTHING ON IT.

Edited by MadMansGun
Posted
6 hours ago, MadMansGun said:

dammit anyways MNC RC3:

i forgot to change the file path for the wolf addons and it made them all hard 24/7.

 

shit like this is why it's not just "v17" yet.

 

I was literally gonna report this today but no need now lol.

Posted

 

20 minutes ago, Gonzeh said:

 

I was literally gonna report this today but no need now lol.

testing 94 races and all there 150ish body/addon combinations is a pain 😫 (or at least that's what the logging says i have in my game right now.)

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